Doom Marine
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > Differences between Boom and Doom2 engines
 
Author
All times are GMT. The time now is 21:28. Post New Thread    Post A Reply
LightningBolt101
Mini-Member


Posts: 55
Registered: 02-12


What exactly is the difference between Boom and Doom 2? I'm thinking I'm gonna map in one of those engines later down the road. Just wanted to know the key differences and compatibility with source ports, etc.

Old Post 02-10-12 05:25 #
LightningBolt101 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
PRIMEVAL
Senior Member


Posts: 1974
Registered: 03-09


Think Boom just adds a few extra features but otherwise very similar to Doom 2.

__________________
Facebook | Twitter | Music on Facebook | Youtube | SoundCloud | ReverbNation

Old Post 02-10-12 05:51 #
PRIMEVAL is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Rayzik
Member


Posts: 376
Registered: 10-11


Boom is mostly the same as doom 2 in function, as that was mostly it's goal. It adds a number of features like scrolling floors and generalized lindefs action similar to UDMF format. Doom 2 is the very bottom of the totem pole in features and whatnot. What DB2 gives you to work with is pretty much all there is outside of mapping quirks and tricks.

Old Post 02-10-12 06:07 #
Rayzik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
fiend-o-hell
Member


Posts: 331
Registered: 01-06


In terms of editing in boom, you get a ton of new features (as mentioned previously). Scrolling floors alone open up the door to a wide range of possibilities including conveyor belts and voodoo doll logic. It doesn't get the job done as elegantly as zdoom, but hey, its just one notch below the difficulty level of mapping for. On top of that, you can you use BEX style lumps with your wads which easily modify iwad resources and things.

Also, since most common ports have boom support, its a safe bet that most users will be able to play it. As you will quickly find out, people around here are adamantly opposed to the idea that all wads should run only on zdoom. The only time this may ever be is when a wad uses scripts and zdoom only features heavily.

Old Post 02-10-12 06:33 #
fiend-o-hell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
=/-


Posts: 12446
Registered: 07-02


http://teamtnt.com/boompubl/changes.htm

Old Post 02-10-12 08:41 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 21:28. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > Differences between Boom and Doom2 engines

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.